ZBrush Workshops

On-Site Summit Workshops

Hone your ZBrush skills with the industry's leading artists. Workshops will not be Livestreamed, they are only available to attend on-site in Hollywood, California at the Gnomon School facility.

Info for Attendees

sat


8:00

SOLD OUT!

Anatomy Fast-track in ZBrush

SOLD OUT!

sat


  sat 8:00

With: Andrew Cawrse

Andrew Cawrse is one of the world's most sought after anatomy instructors, he teaches in both traditional & digital mediums, tutoring surgeons, fine art professionals and artists in the movie visual effects & game industries worldwide. Andrew Cawrse will be teaching a workshop on the fast-track on mastering anatomy in ZBrush. This will include avoiding common artist errors, and demystifying difficult areas of the human body which are hard for artists to solve from self-study, and how to apply this to dynamic anatomy.
His clients include: 20th Century Fox, Nintendo, Lucasfilm Ltd, BBC, IBM, Apple Inc., Industrial Light & Magic, Pixar, Blizzard Entertainment, Valve Corporation, Epic Games, American Academy of Cosmetic Surgeons, American Association of Clinical Anatomists, International Anaplastology Association, American Asscoiation of Medical Illustrators. He is also an accomplished Bronze figurative artist, see his personal work at: www.andrewcawrse.com.
Andrew's anatomy works: www.anatomytools.com
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Andrew Cawrse


Anatomy Tools

Summit Presenter

Workshop Instructor

Andrew Cawrse is one of the world's most sought after anatomy instructors, he teaches in both traditional and digital mediums, tutoring surgeons, physicians, fine art professionals and artists in the movie visual effects & game industries.

Established worldwide as an authority on artistic anatomy and instruction he is recognized as a creator of some of the world's most incredible anatomical sculptures & products for anatomy education. His Anatomical work has been shown on the BBC, The History channel, The Discovery Channel, Bravo, Mythbusters and a variety of forensic and educational programming worldwide.

Clients include: 20th Century Fox, Sony Entertainment, Nintendo, Lucasfilm ltd, BBC, IBM, Apple Inc., Industrial Light & Magic, Pixar, Blizzard Entertainment, Valve Corporation, Epic Games, American Academy of Cosmetic Surgeons, American Association of Clinical Anatomists, International Anaplastology Association, International Association of Medical Illustrators.

Andrew also has a distinguished background in movie VFX, with over 9 years at Industrial Light & Magic as a model supervisor & digital concept sculptor. His effects work has been featured in the films Avatar, The Spiderwick Chronicles, Van Helsing, Dreamcatcher, Star Wars Episode I & II, Mission to Mars & Galaxy Quest, & technical consultant on Pirates of The Carribean II, and The Avengers. Andrew left the entertainment industry to pursue his interest in Anatomy.

Andrew also is an accomplished figurative fine-art sculptor. His work has been shown in New York by the National Sculpture Society by award & invitation, and he is scheduled to release his private exhibition and collection of works in 2017. To join his private fine art mailing list, please visit: andrewcawrse.com

Close Event

sat


9:00

SOLD OUT!

Fallout 4 Robotics Expert: Hard Surface Techniques

SOLD OUT!

sat


  sat 9:00

With: Bethesda Studios, Dennis Mejillones, Lucas Hardi

This Workshop will expand and build upon the Summit lecture. We will cover how to use a simple primitive to create our base concept sketch and use that to create our final mechanical model using ZBrush's extensive hard surface modeling tools.
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Bethesda Studios



Summit Presenter

Workshop Instructor

Bethesda Game Studios® is the award-winning development team known around the world for their groundbreaking work on the The Elder Scrolls and Fallout series. Creators of the 2006 'Game of the Year', The Elder Scrolls IV: Oblivion®, the 2008 'Game of the Year', Fallout® 3, the 2011 'Game of the Year', The Elder Scrolls V: Skyrim®, and most recently, the 2015 'Game of the Year', the record-breaking Fallout® 4. Bethesda Game Studios has earned its reputation as one of the industry's most respected and accomplished game development studios.

Dennis Mejillones


Bethesda Game Studios

Summit Presenter

Workshop Instructor

LIVE Sculpt-Off Contestant

Starting his love affair with 3D art at 15 years old, Dennis Mejillones has cultivated his passion since then into a career designing and creating art for commercials and AAA games such as Borderlands, COD: Modern Warfare as well as The Elder Scrolls and Fallout franchises at Bethesda Games Studios.

Other interests involve casting, 3d printing and rapid prototyping... And killer robots...

www.DennisMejillones.com

Lucas Hardi


Bethesda Game Studios

Summit Presenter

Workshop Instructor

LIVE Sculpt-Off Contestant

Lucas is a Senior Artist at Bethesda Game Studios, having most recently worked on Fallout 4 (2015) and The Elder Scrolls V: Skyrim (2011). He originally studied as an engineer and does a wide spectrum of work in games, including concept art, character art, UI, and materials.

Lucas has spent his entire career around Washington DC, first at Mythic Entertainment (later EA Mythic) working on Dark Age of Camelot and Warhammer Online before joining BGS.

lucas.hardi.org

Close Event

sat


3:00

SOLD OUT!

Anatomy of the Creature

SOLD OUT!

sat


  sat 3:00

With: id Software, Bryan Wynia, Denzil Oneill, Jason Martin

In this workshop you will work with the id software character team on the principles of creating a memorable and believable creature. Not only will you learn the technical workflow and how ZBrush is used in the creation process, but the thought process behind it as well.
The team will focus on the creation of 3 unique busts that are set in a fantasy horror world. Creatures ranging from massive powerful titans to unspeakable horrors of the deep. Students will follow along this creative process and have ample time to work directly with multiple team members.
Purchase

id Software



Summit Presenter

Workshop Instructor

Innovation, Immersion, Intensity. We are a studio guided by the basic principle of making the most innovative and immersive worlds possible, powered by leading-edge technology, to deliver an intense gaming experience. Id Software is responsible for groundbreaking titles such as Doom, Quake, Rage, and Wolfenstein.

Bryan Wynia


ID Software

Summit Presenter

Workshop Instructor

Bryan was born in the 1980s and raised on a steady diet of creature features, video games, and Ecto-Cooler. He recently joined id Software as a Senior Character Artist. Previously he has created creatures and characters for Sony Santa Monica, Respawn Entertainment, Amalgamated Dynamics and Legacy Effects.

When he is not pretending to be a mad scientist and monster making he can be found spending time with his family and making pizzas.

To see more of Bryan's work visit: www.artstation.com/artist/bryanwynia

Denzil Oneill


ID Software

Summit Presenter

Workshop Instructor

Denzil O'Neill has over ten years of experience in the video game industry, formerly working at such places as Sega Studios and The Creative Assembly. Hailing from Brisbane, Australia he moved stateside to Dallas, TX where he joined the talented character team at id Software and spent the last two and a half years working on one of his childhood obsessions; DOOM!

You can find more of Denzil's work here:
www.artstation.com/artist/denziloneill

Jason Martin


ID Software

Summit Presenter

Workshop Instructor

Jason Martin, formerly of Blur Studio, has a deep background in AAA game development, game cinematics, trailers and commercials. Jason is currently employed at Id Software of Dallas, Texas as Lead Character Artist on the recently released Doom!

In his free time you can find Jason hunched over his cintiq creating random aberrationís, tinkering on old beat up motorcycles and spending time with his beautiful wife and daughter.

You can find more about Jason and his work at www.believerdeceiver.com

Close Event

sun


9:00

SOLD OUT!

Techniques for Character design and Key Art production

SOLD OUT!

sun


  sun 9:00

With: Peter Konig

I will cover the topics shown in the mainstage presentation offering one on one tutoring on how to use quick kitbashing/photobashing techniques to design creatures and characters and to create render scenes for key art paintovers . I will provide my own personal Insert Multimesh (IMM) Brushes for workshop participants to try out. Workshop participants will also receive a thumbdrive with several of my most useful ZBrush tools to take home.

Peter Konig


ArenaNet

Summit Presenter

Workshop Instructor

With nearly 30 years of entertainment industry work under his belt, Peter has worked on a wide range of projects in a number of different roles. His past job titles include Sculptor, Animator, Fabricator, Art Director and Concept Artist. He’s worked in various capacities on more than 50 films including Jurassic Park, Starship Troopers, Dragonheart, Cloverfield, Splice, Jupiter Ascending and the upcoming 2016 Denis Villenueve Sci Fi film The Story of Your Life. Other clients include Summit Entertainment, Disney, Warner Bros, The Weinstein Company, FilmNation, Sony Imageworks and more.

In 2004 Peter co-founded the game art studio Massive Black in San Francisco, an artist collective that acted as an art department for hire primarily for the games industry. Massive Black's client list included Acclaim Studios, Flagship, Ion Storm, Activision, Blizzard, Backbone, Entertainment, NCSoft Disney, Z-Axis, Neversoft, Factor 5, Guerilla, EA, Sega America, Perpetual, Stormfront Studio, Junction Point and more.

Since moving to the Seattle area in 2008, Peter has worked on several AAA games such as Left 4 Dead 2, Halo 4, Evolve and is currently a creature artist at ArenaNet making monsters for the Guild Wars franchise.

https://www.artstation.com/artist/peterkonig
http://www.theartofpeterkonig.com
www.gumroad.com/peterkonig

Close Event

sun


9:00

SOLD OUT!

Digital Sculpting for Toys and Collectibles

SOLD OUT!

sun


  sun 9:00

With: Joe Menna

The workshop will cover the basics of preparing a sculpture for real world production as a toy or collectible statue. I will go over the stages of sculpting an existing bust created for the purpose of 3D printing for resin kit production as well as the fundamentals of breaking down a neutral posed figure to create basic action figure articulation.

Joe Menna



Workshop Instructor

LIVE Sculpt-Off Contestant

Joe Menna is a professional sculptor working in the toy and collectible industry. His past and present client list includes: DC Collectibles, Sideshow Collectibles, Gentle Giant Ltd., Dark Horse Comics, Diamond Select Toys, Bowen Designs, and many more. Joe was one of the earliest practitioners of digital sculpture (going back to 2001) and continues to produce cutting edge, popular work to this day.

He helped pioneer the use of ZBrush as a viable sculpting option for many collectible companies and still engages it as his primary sculpting medium of choice. Besides his toy work, Joe also does a lot of fine art and comic style drawing for various galleries and plans on producing a series of original sculptures in both resin kit and one off form.

www.artstation.com/artist/jmenna
@joemenna_sculptor

Close Event

sun


3:00

SOLD OUT!

Jewelry and product design for printing

SOLD OUT!

sun


  sun 3:00

With: Tomas Wittelsbach

My work flow for the creation and preparation of jewelry and sculptural objects for printing.

Tomas Wittelsbach


House of Wittelsbach

Summit Presenter

Workshop Instructor

After a distinguished career in Hollywood - where he worked for over a decade out of local 755 as a sculptor on films from Indian in the cupboard to Big Fish - Tomas Wittelsbach took his technical understanding of using form, motion, and tension to tell a story and began to create on a much smaller scale. In 2005, he launched his own line of jewelry, the House of Wittelsbach.

Hinged largely on traditional European iconography and translated with crypt-like skeletons resurrected from a dusty underworld, the House of Wittelsbach reimagined what fine jewelry could look like. Tomas created a one-of-a-kind collection called Ink Metal and designed William Henery Knives' jewelry line. Today he is creating furniture, sculpture objects and more fine jewelry. Tomas personally designs each piece in the exquisite line of ornately detailed jewelry - all reflective of his dark, countercultural aesthetic.

www.inkmetal.com
ZBrushCentral

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